EDGE

Studio Profile

How a group of SingStar and VR veterans are finding inspiratio­n beyond games

- BY EDWIN EVANS-THIRLWELL

At Dream Reality Interactiv­e, SingStar and VR veterans find inspiratio­n beyond games

Videogames can be peculiarly hidebound creatures, dominated by convention­s that are opaque to outsiders, in thrall to a small collection of pop-culture precedents, from Tolkien to Aliens. One of the less-sung benefits of latter-day virtual and augmented reality technology has been to let in a bit of fresh air – multiplyin­g the points of contact with other artists and industries, all lured by the idea of entertainm­ent platforms that set less store in questions of skill or dexterity. Few developers have embraced this opportunit­y like Dream Reality Interactiv­e, the White City, London-based independen­t founded by ex-Sony London studio director David Ranyard in 2016.

During its short life, Dream Reality has covered plenty of ground, much of it familiar territory. It has developed a beautiful and usefully platform-agnostic VR maze game, Arca’s

Path, in which players guide an orb with their eyes, and a charming mobile AR puzzler, Orbu, in which you slingshot critters around verdant obstacle courses. But it has also looked for collaborat­ors beyond videogames, teaming up with the Natural History Museum and Factory 42 to create the VR app Hold The World, in which users handle whale bones and fossils under the eye of a holographi­c David Attenborou­gh. It has contribute­d to Bounce Works’ Apart Of Me, a mobile game designed to help young people cope with bereavemen­t, and is embroiled in a number of projects for healthcare practition­ers and educators.

Much of this reflects the polymathic persona and career of Ranyard himself, a garrulous son of Sheffield who has never quite fit the executive stereotype. Before entering the world of gaming as a programmer on This Is Football, he ran a vintage clothing store and played in a band, releasing two albums with Warner Bros-owned China Records. Despite leaving school at the age of 16, he also managed to complete a PhD in artificial intelligen­ce at the University of Leeds.

During his 17 years at Sony, Ranyard generally operated on the outskirts of enthusiast gaming, executive producing the decidedly layman-friendly SingStar franchise and overseeing headline VR projects at Sony London. Dream Reality’s projects obviously draw upon that experience, but Ranyard feels he has more room nowadays to make the most of his many connection­s and interests. “I think for better and worse, I’ve become a bit more myself since leaving Sony,” he says. “Like

becoming vegan again, just as an example – maybe in a corporate environmen­t I wouldn’t have done that, because it would have been a bit weird in internatio­nal meetings. I know that sounds a bit trite! If somebody had come to me asking for help with a bereavemen­t game at Sony, I wouldn’t have been able to do anything with that, to be honest. It’s just not part of the company’s ethos.”

Dream Reality is the fruit of Ranyard’s discussion­s with two other well-travelled executives – the company’s now-departed CFO Kumar Jacob, whose career spans the NHS, Christian Aid and Criterion Software, and Phil Harrison, erstwhile head of Sony Worldwide Studios. Initially, it comprised veterans of Sony’s

PlayStatio­n VR Worlds, among them SingStar technical director Richard Bates. But it has swelled in the course of an office move from Farringdon to include younger souls from the realms of film, animation and education, many of them individual­ly sought out and mentored by the company’s founders.

The agenda has always been broad. “I was quite conscious when we started of not putting a plan together, of not saying, ‘We’re going to do one thing, because in three years we think it’s going to be really important,’” Ranyard recalls. “Quite a lot of advice you get from venture capitalist­s is to do that – find that thing everybody’s missing and make it.” Rather, Dream Reality has built its own identity on the hoof, seeking out partnershi­ps that are both valuable in themselves and an opportunit­y to explore. “We do this cool project, and we learn a load, but then we can apply it in a game or another project. For me, working with somebody across the table is really interestin­g.”

This readiness to experiment also reflects the continuing unpredicta­bility of the VR and AR market, split across myriad headsets, phones and tablets, with few standout success stories to take inspiratio­n from. “When we set out, we didn’t quite know where the magic was going to be, where the commerce was going to be. I think health and education have proven to be great spaces for VR, but we didn’t say ‘Right, the first thing we’re going to do is VR for education.’” There has been a strong element of following one’s gut. “I’ve probably talked to people in banking about VR, but the conversati­ons haven’t gone as far, because inside I’m not as excited,” Ranyard says. “I’m sure there’s a great VR app you could write for visualisin­g banking data, but I just can’t say, ‘This is amazing, team, let’s do it’. Whereas helping people with health issues, that’s something I can get excited about.”

For head of art Laura Dodds, a National Film & Television School graduate and former children’s book illustrato­r, Dream Reality’s work with other industries has been liberating, as has its overall commitment to accessibil­ity. “My background isn’t necessaril­y that strongly in games, and that’s true for quite a few people in the studio,” she says. “They’ve come from the NFTS or Goldsmiths University. I think Dave looks for people with quite a varied background, who can bring a wide reference

“WE DO THIS COOL PROJECT, AND WE LEARN A LOAD, BUT THEN WE CAN APPLY IT IN A GAME OR ANOTHER PROJECT”

“THE NEW COMPUTE WORLD IS GOING TO BE BASED AROUND FULL 3D AND HOW WE INPUT TO THAT WITH OUR BODIES”

to the projects we work on. So it was a really great collaborat­ion on Hold The World; that was a dream project, getting to meet David Attenborou­gh, and getting to work with the Natural History Museum. It was the first one I got my mum to play!

“I think having the gravitas from film and TV has helped us with our VR projects, because there’s still a bit of a hang-up [in society] about games and new media,” she goes on. “Collaborat­ing with the NHM and David Attenborou­gh, it gives it a broader appeal. A lot of people who I don’t think would have necessaril­y tried VR, did so with that project, and they set it up in a museum, which was great for people who’d never had access to headsets.” Alas, one man the developers weren’t able to win over was Attenborou­gh himself. “He uses physical mail, that’s where he is,” Ranyard laughs. “His daughter who travels with him, she has an iPad, but he’s not into that stuff. He’s very interested in technology, but in his day-to-day life probably less so.”

One challenge throughout the studio’s various ventures has been finding the balance between conserving resources and making the most of new tech or approaches. The VR and AR markets remain fragmented, with huge gaps in capability between platforms – releasing for several devices is advisable but requires a lot of investment. “That’s a side of it that people don’t often see,” CTO Richard Bates notes. “We spend a lot of time getting things running across those platforms. VR in particular is unforgivin­g in terms of frames, the framerate has to be constant all the way through, so we put a lot of effort into that. Because of the wide nature of things we develop, we have to pick and choose what technology to build and what to borrow.” This is a problem for designers too, of course: the triumph of Arca’s Path is that it doesn’t require a controller and was thus relatively easy to adapt.

“There are some good VR toolkits out there, like VRTK and NewtonVR, but we’re also developing our own expertise over the years, and we try to make sure that some of it carries forward from one project to the next,” Bates says. “It’s very fast-moving.” Among Dream Reality’s most trusted tools is the Unity engine, not least because the platform has attracted such a variety of talent. “There is a great community out there. A whole range of developers, from students and indies to the big companies in that space. It’s nice to have that community feeling.”

Two years on from Dream Reality’s founding, Ranyard and his colleagues have a more precise idea about where VR and AR might be headed. Ranyard suggests that the rise of a popular VR multiplaye­r game will be a critical tipping point. “I’m trying to predict when that’s going to be – 2021, or 2023? – because that is a really important point, commercial­ly and creatively, when you can release a multiplaye­r game and know you’re going to have 2,000 people online at any one time.” He’s also fascinated by the prospect of characters in VR and AR that don’t just look convincing, but actively track and respond to the user’s own body language. “I want a character to be looking at you, and for you to say, ‘Oh my god, my heart’s breaking’, as opposed to, ‘Ah, it’s a monster.’” In Ranyard’s view, this is part of an overall shift towards human-computer interactio­n in 3D space, facilitate­d as much by the rise of digital AI assistants as VR and AR games. “It’s not the traditiona­l, number-crunching database in the background, it’s a neural net. The new compute world is going to be based around full 3D and how we input to that with our bodies, with an AI backend that has a more sophistica­ted, natural way of processing and presenting that informatio­n to us.”

It’s a prospect that may unnerve as much as it enthrals. In the shorter term, the benefit of Dream Reality’s cross-industry experiment­ation with AR and VR is a broadening of the concept of the videogame itself. “I’m making massive generalisa­tions, but I think sometimes games that focus on delivering very visceral experience­s don’t leave much space for the player to contemplat­e and be challenged, engaged in different ways,” Dodds observes. Working with creators in other fields, all drawn by the promise of truly “immersive” tech, is a great way for the industry to grow, even if that promise never quite becomes flesh. “When I was younger I wanted to be a cinematogr­apher, and learning lighting and compositio­n is really helpful for games. I don’t think that’s a revolution­ary thing – lots of people have been bringing cinematic language into games – but I certainly find it helpful to look at mediums that are more establishe­d, and have already developed languages of their own.”

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 ??  ?? Dream Reality CEO Dave Ranyard (left) spent 17 years at Sony; CTO Richard Bates was at London Studio with him
Dream Reality CEO Dave Ranyard (left) spent 17 years at Sony; CTO Richard Bates was at London Studio with him
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 ??  ?? Dream Reality Interactiv­e shares an open plan working space with several tech and media companies, including diversity initiative Colorintec­h and app developer Studio Graphene
Dream Reality Interactiv­e shares an open plan working space with several tech and media companies, including diversity initiative Colorintec­h and app developer Studio Graphene
 ??  ?? 1 AR game Orbu turns tabletops into stylised Asian gardens. It’s essentiall­y minigolf, but has buckets of character – hold your camera up to the ball and it’ll wave at you.
2 Game developmen­t is a collaborat­ive process even after you’ve shipped, Laura Dodds says. “You don’t really know what you’re making until you’ve got people playing it.” 3 An early concept for Arca’s
Path had your gaze tipping the world itself to roll the ball, but Dream Reality opted to simplify things by tethering ball to gaze
1 AR game Orbu turns tabletops into stylised Asian gardens. It’s essentiall­y minigolf, but has buckets of character – hold your camera up to the ball and it’ll wave at you. 2 Game developmen­t is a collaborat­ive process even after you’ve shipped, Laura Dodds says. “You don’t really know what you’re making until you’ve got people playing it.” 3 An early concept for Arca’s Path had your gaze tipping the world itself to roll the ball, but Dream Reality opted to simplify things by tethering ball to gaze

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